note description: "The way the pixels are store in memory." author: "Louis Marchand" date: "Thu, 02 Apr 2015 02:40:10 +0000" revision: "2.0" class GAME_PIXEL_FORMAT create default_create, make_from_other, make_from_bits_per_pixel_and_masks create {GAME_SDL_ANY} make_from_flags, make_from_structure_pointer, share_from_structure_pointer, own_from_structure_pointer feature -- Access bits_per_pixel: INTEGER_32 -- The number of significant bits in a pixel value -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_bitsperpixel (internal_index) end bytes_per_pixel: INTEGER_32 -- The number of bytes in a pixel value -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_bytesperpixel (internal_index) end color_palette: detachable GAME_COLOR_PALETTE assign set_color_palette -- The palette of color used in the indexed pixel format require -- from GAME_PIXEL_FORMAT_READABLE is_indexed: is_indexed do Result := Precursor {GAME_PIXEL_FORMAT_READABLE} end generating_type: TYPE [detachable GAME_PIXEL_FORMAT] -- Type of current object -- (type of which it is a direct instance) -- (from ANY) external "built_in" ensure -- from ANY generating_type_not_void: Result /= Void end generator: STRING_8 -- Name of current object's generating class -- (base class of the type of which it is a direct instance) -- (from ANY) external "built_in" ensure -- from ANY generator_not_void: Result /= Void generator_not_empty: not Result.is_empty end has_alpha: BOOLEAN -- Current used a color system with alpha channel -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_ispixelformat_indexed (internal_index) end has_error: BOOLEAN -- Is the library has generate an error -- (from GAME_ERROR_MANAGER) is_abgr1555: BOOLEAN -- the pixel format of Current is abgr1555 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr1555 end is_abgr4444: BOOLEAN -- the pixel format of Current is abgr4444 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr4444 end is_abgr8888: BOOLEAN -- the pixel format of Current is abgr8888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr8888 end is_argb1555: BOOLEAN -- the pixel format of Current is argb1555 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb1555 end is_argb2101010: BOOLEAN -- the pixel format of Current is argb2101010 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb2101010 end is_argb4444: BOOLEAN -- the pixel format of Current is argb4444 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb4444 end is_argb8888: BOOLEAN -- the pixel format of Current is argb8888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb8888 end is_bgr24: BOOLEAN -- the pixel format of Current is bgr24 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr24 end is_bgr555: BOOLEAN -- the pixel format of Current is bgr555 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr555 end is_bgr565: BOOLEAN -- the pixel format of Current is bgr565 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr565 end is_bgr888: BOOLEAN -- the pixel format of Current is bgr888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr888 end is_bgra4444: BOOLEAN -- the pixel format of Current is bgra4444 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra4444 end is_bgra5551: BOOLEAN -- the pixel format of Current is bgra5551 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra5551 end is_bgra8888: BOOLEAN -- the pixel format of Current is bgra8888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra8888 end is_bgrx8888: BOOLEAN -- the pixel format of Current is bgrx8888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgrx8888 end is_equal (a_other: GAME_PIXEL_FORMAT): BOOLEAN -- Is other attached to an object considered -- equal to current object? -- (from GAME_PIXEL_FORMAT_READABLE) require -- from ANY other_not_void: a_other /= Void do Result := internal_index = a_other.internal_index ensure -- from ANY symmetric: Result implies a_other ~ Current consistent: standard_is_equal (a_other) implies Result end is_four_cc: BOOLEAN -- Current used a color system that represent a FourCC format (Like YUV) -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_ispixelformat_indexed (internal_index) end is_index1lsb: BOOLEAN -- the pixel format of Current is index1lsb -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index1lsb end is_index1msb: BOOLEAN -- the pixel format of Current is index1msb -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index1msb end is_index4lsb: BOOLEAN -- the pixel format of Current is index4lsb -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index4lsb end is_index4msb: BOOLEAN -- the pixel format of Current is index4msb -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index4msb end is_index8: BOOLEAN -- the pixel format of Current is index8 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index8 end is_indexed: BOOLEAN -- Current used an indexed color system -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_ispixelformat_indexed (internal_index) end is_iyuv: BOOLEAN -- the pixel format of Current is iyuv -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_iyuv end is_order_array_abgr: BOOLEAN -- The arrayed component order (low byte -> high byte) or Current is ABGR -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_arrayed: is_type_array_natural_8 or is_type_array_natural_16 or is_type_array_natural_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_arrayorder_abgr end is_order_array_argb: BOOLEAN -- The arrayed component order (low byte -> high byte) or Current is ARGB -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_arrayed: is_type_array_natural_8 or is_type_array_natural_16 or is_type_array_natural_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_arrayorder_argb end is_order_array_bgr: BOOLEAN -- The arrayed component order (low byte -> high byte) or Current is BGR -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_arrayed: is_type_array_natural_8 or is_type_array_natural_16 or is_type_array_natural_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_arrayorder_bgr end is_order_array_bgra: BOOLEAN -- The arrayed component order (low byte -> high byte) or Current is BGRA -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_arrayed: is_type_array_natural_8 or is_type_array_natural_16 or is_type_array_natural_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_arrayorder_bgra end is_order_array_rgb: BOOLEAN -- The arrayed component order (low byte -> high byte) or Current is RGB -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_arrayed: is_type_array_natural_8 or is_type_array_natural_16 or is_type_array_natural_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_arrayorder_rgb end is_order_array_rgba: BOOLEAN -- The arrayed component order (low byte -> high byte) or Current is RGBA -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_arrayed: is_type_array_natural_8 or is_type_array_natural_16 or is_type_array_natural_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_arrayorder_rgba end is_order_array_unknown: BOOLEAN -- The arrayed component order (low byte -> high byte) or Current is not known -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_arrayed: is_type_array_natural_8 or is_type_array_natural_16 or is_type_array_natural_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_arrayorder_none end is_order_bitmap_1234: BOOLEAN -- The bitmap pixel order (high bit -> low bit) or Current is 1234 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_bitmaped: is_type_index_1 or is_type_index_4 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_bitmaporder_1234 end is_order_bitmap_4321: BOOLEAN -- The bitmap pixel order (high bit -> low bit) or Current is 4321 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_bitmaped: is_type_index_1 or is_type_index_4 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_bitmaporder_4321 end is_order_bitmap_unknow: BOOLEAN -- The bitmap pixel order (high bit -> low bit) or Current is unknown -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_bitmaped: is_type_index_1 or is_type_index_4 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_bitmaporder_4321 end is_order_packed_abgr: BOOLEAN -- The packed component order (high bit -> low bit) or Current is ABGR -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_abgr end is_order_packed_argb: BOOLEAN -- The packed component order (high bit -> low bit) or Current is ARGB -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_argb end is_order_packed_bgra: BOOLEAN -- The packed component order (high bit -> low bit) or Current is BGRA -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_bgra end is_order_packed_bgrx: BOOLEAN -- The packed component order (high bit -> low bit) or Current is BGRX -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_bgrx end is_order_packed_rgba: BOOLEAN -- The packed component order (high bit -> low bit) or Current is RGBA -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_rgba end is_order_packed_rgbx: BOOLEAN -- The packed component order (high bit -> low bit) or Current is RGBX -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_rgbx end is_order_packed_unknown: BOOLEAN -- The packed component order (high bit -> low bit) or Current is not known -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_none end is_order_packed_xbgr: BOOLEAN -- The packed component order (high bit -> low bit) or Current is XBGR -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_xbgr end is_order_packed_xrgb: BOOLEAN -- The packed component order (high bit -> low bit) or Current is XRGB -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 or is_type_packed_16 or is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixelorder (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedorder_xrgb end is_packed_layout_1010102: BOOLEAN -- Current have the channel layouts 1010102 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_1010102 end is_packed_layout_1555: BOOLEAN -- Current have the channel layouts 1555 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_16 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_1555 end is_packed_layout_2101010: BOOLEAN -- Current have the channel layouts 2101010 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_2101010 end is_packed_layout_332: BOOLEAN -- Current have the channel layouts 332 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_8 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_332 end is_packed_layout_4444: BOOLEAN -- Current have the channel layouts 4444 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_16 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_4444 end is_packed_layout_5551: BOOLEAN -- Current have the channel layouts 5551 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_16 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_5551 end is_packed_layout_565: BOOLEAN -- Current have the channel layouts 565 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_16 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_565 end is_packed_layout_8888: BOOLEAN -- Current have the channel layouts 8888 -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_packed: is_type_packed_32 do Result := {GAME_SDL_EXTERNAL}.sdl_pixellayout (internal_index) = {GAME_SDL_EXTERNAL}.sdl_packedlayout_8888 end is_rgb24: BOOLEAN -- the pixel format of Current is rgb24 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb24 end is_rgb332: BOOLEAN -- the pixel format of Current is rgb332 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb332 end is_rgb444: BOOLEAN -- the pixel format of Current is rgb444 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb444 end is_rgb555: BOOLEAN -- the pixel format of Current is rgb555 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb555 end is_rgb565: BOOLEAN -- the pixel format of Current is rgb565 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb565 end is_rgb888: BOOLEAN -- the pixel format of Current is rgb888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb888 end is_rgba4444: BOOLEAN -- the pixel format of Current is rgba4444 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba4444 end is_rgba5551: BOOLEAN -- the pixel format of Current is rgba5551 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba5551 end is_rgba8888: BOOLEAN -- the pixel format of Current is rgba8888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba8888 end is_rgbx8888: BOOLEAN -- the pixel format of Current is rgbx8888 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgbx8888 end is_type_array_natural_16: BOOLEAN -- the pixel format of Current is of type array of 16 bits natural number (ARRAYU16) -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_arrayu16 end is_type_array_natural_32: BOOLEAN -- the pixel format of Current is of type array of 32 bits natural number (ARRAYU16) -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_arrayu32 end is_type_array_natural_8: BOOLEAN -- the pixel format of Current is of type array of 8 bits natural number (ARRAYU8) -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_arrayu8 end is_type_index_1: BOOLEAN -- the pixel format of Current is of type index 1 bit -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_index1 end is_type_index_4: BOOLEAN -- the pixel format of Current is of type index 4 bits -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_index4 end is_type_index_8: BOOLEAN -- the pixel format of Current is of type index 8 bits -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_index8 end is_type_packed_16: BOOLEAN -- the pixel format of Current is of type packed 16 bits -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_packed16 end is_type_packed_32: BOOLEAN -- the pixel format of Current is of type packed 32 bits -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_packed32 end is_type_packed_8: BOOLEAN -- the pixel format of Current is of type packed 8 bits -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_packed8 end is_type_unknown: BOOLEAN -- the pixel format of Current is not of a known type -- (from GAME_PIXEL_FORMAT_READABLE) do Result := {GAME_SDL_EXTERNAL}.sdl_pixeltype (internal_index) = {GAME_SDL_EXTERNAL}.sdl_pixeltype_unknown end is_unknown: BOOLEAN -- the pixel format of Current is unknown -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_unknown end is_unsuported: BOOLEAN -- the pixel format of Current is not currently supported -- (from GAME_PIXEL_FORMAT_READABLE) do Result := not is_internal_index_supported (internal_index) end is_uyvy: BOOLEAN -- the pixel format of Current is uyvy -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_uyvy end is_yuy2: BOOLEAN -- the pixel format of Current is yuy2 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_yuy2 end is_yv12: BOOLEAN -- the pixel format of Current is yv12 -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_yv12 end is_yvyu: BOOLEAN -- the pixel format of Current is yvyu -- (from GAME_PIXEL_FORMAT_READABLE) do Result := internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_yvyu end last_error: READABLE_STRING_GENERAL -- The last error generate by the library -- (from GAME_SDL_ANY) local l_string: C_STRING do if is_manual_error then Result := Precursor {GAME_ERROR_MANAGER} else create l_string.make_by_pointer ({GAME_SDL_EXTERNAL}.sdl_geterror) Result := l_string.string end end masks: TUPLE [red_mask: NATURAL_32; green_mask: NATURAL_32; blue_mask: NATURAL_32; alpha_mask: NATURAL_32] -- Masks representing the location of the red, green, blue and alpha components of the pixel -- (from GAME_PIXEL_FORMAT_READABLE) local l_structure: POINTER l_dummy: NATURAL_32 do l_structure := item if l_structure.is_default_pointer then l_dummy := 0 Result := [l_dummy, l_dummy, l_dummy, l_dummy] else Result := [{GAME_SDL_EXTERNAL}.get_sdl_pixel_format_struct_rmask (l_structure), {GAME_SDL_EXTERNAL}.get_sdl_pixel_format_struct_gmask (l_structure), {GAME_SDL_EXTERNAL}.get_sdl_pixel_format_struct_bmask (l_structure), {GAME_SDL_EXTERNAL}.get_sdl_pixel_format_struct_amask (l_structure)] end end out: STRING_8 -- A text representation of the pixel format of Current. -- (from GAME_PIXEL_FORMAT_READABLE) do if is_unknown then Result := "unknown" elseif is_index1lsb then Result := "index1lsb" elseif is_index1msb then Result := "index1msb" elseif is_index4lsb then Result := "index4lsb" elseif is_index4msb then Result := "index4msb" elseif is_index8 then Result := "index8" elseif is_rgb332 then Result := "rgb332" elseif is_rgb444 then Result := "rgb444" elseif is_rgb555 then Result := "rgb555" elseif is_bgr555 then Result := "bgr555" elseif is_argb4444 then Result := "argb4444" elseif is_rgba4444 then Result := "rgba4444" elseif is_abgr4444 then Result := "abgr4444" elseif is_bgra4444 then Result := "bgra4444" elseif is_argb1555 then Result := "argb1555" elseif is_rgba5551 then Result := "rgba5551" elseif is_abgr1555 then Result := "abgr1555" elseif is_bgra5551 then Result := "bgra5551" elseif is_rgb565 then Result := "rgb565" elseif is_bgr565 then Result := "bgr565" elseif is_rgb24 then Result := "rgb24" elseif is_bgr24 then Result := "bgr24" elseif is_rgb888 then Result := "rgb888" elseif is_rgbx8888 then Result := "rgbx8888" elseif is_bgr888 then Result := "bgr888" elseif is_bgrx8888 then Result := "bgrx8888" elseif is_argb8888 then Result := "argb8888" elseif is_rgba8888 then Result := "rgba8888" elseif is_abgr8888 then Result := "abgr8888" elseif is_bgra8888 then Result := "bgra8888" elseif is_argb2101010 then Result := "argb2101010" elseif is_yv12 then Result := "yv12" elseif is_iyuv then Result := "iyuv" elseif is_yuy2 then Result := "yuy2" elseif is_uyvy then Result := "uyvy" elseif is_yvyu then Result := "yvyu" else Result := "Unsuported" end ensure -- from ANY out_not_void: Result /= Void end set_abgr1555 -- Set the pixel format of Current to abgr1555 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr1555) ensure pixel_format_changed: is_abgr1555 end set_abgr4444 -- Set the pixel format of Current to abgr4444 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr4444) ensure pixel_format_changed: is_abgr4444 end set_abgr8888 -- Set the pixel format of Current to abgr8888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr8888) ensure pixel_format_changed: is_abgr8888 end set_argb1555 -- Set the pixel format of Current to argb1555 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_argb1555) ensure pixel_format_changed: is_argb1555 end set_argb2101010 -- Set the pixel format of Current to argb2101010 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_argb2101010) ensure pixel_format_changed: is_argb2101010 end set_argb4444 -- Set the pixel format of Current to argb4444 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_argb4444) ensure pixel_format_changed: is_argb4444 end set_argb8888 -- Set the pixel format of Current to argb8888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_argb8888) ensure pixel_format_changed: is_argb8888 end set_bgr24 -- Set the pixel format of Current to bgr24 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr24) ensure pixel_format_changed: is_bgr24 end set_bgr555 -- Set the pixel format of Current to bgr555 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr555) ensure pixel_format_changed: is_bgr555 end set_bgr565 -- Set the pixel format of Current to bgr565 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr565) ensure pixel_format_changed: is_bgr565 end set_bgr888 -- Set the pixel format of Current to bgr888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr888) ensure pixel_format_changed: is_bgr888 end set_bgra4444 -- Set the pixel format of Current to bgra4444 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra4444) ensure pixel_format_changed: is_bgra4444 end set_bgra5551 -- Set the pixel format of Current to bgra5551 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra5551) ensure pixel_format_changed: is_bgra5551 end set_bgra8888 -- Set the pixel format of Current to bgra8888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra8888) ensure pixel_format_changed: is_bgra8888 end set_bgrx8888 -- Set the pixel format of Current to bgrx8888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_bgrx8888) ensure pixel_format_changed: is_bgrx8888 end set_index1lsb -- Set the pixel format of Current to index1lsb do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_index1lsb) ensure pixel_format_changed: is_index1lsb end set_index1msb -- Set the pixel format of Current to index1msb do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_index1msb) ensure pixel_format_changed: is_index1msb end set_index4lsb -- Set the pixel format of Current to index4lsb do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_index4lsb) ensure pixel_format_changed: is_index4lsb end set_index4msb -- Set the pixel format of Current to index4msb do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_index4msb) ensure pixel_format_changed: is_index4msb end set_index8 -- Set the pixel format of Current to index8 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_index8) ensure pixel_format_changed: is_index8 end set_iyuv -- Set the pixel format of Current to iyuv do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_iyuv) ensure pixel_format_changed: is_iyuv end set_rgb24 -- Set the pixel format of Current to rgb24 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb24) ensure pixel_format_changed: is_rgb24 end set_rgb332 -- Set the pixel format of Current to rgb332 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb332) ensure pixel_format_changed: is_rgb332 end set_rgb444 -- Set the pixel format of Current to rgb444 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb444) ensure pixel_format_changed: is_rgb444 end set_rgb555 -- Set the pixel format of Current to rgb555 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb555) ensure pixel_format_changed: is_rgb555 end set_rgb565 -- Set the pixel format of Current to rgb565 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb565) ensure pixel_format_changed: is_rgb565 end set_rgb888 -- Set the pixel format of Current to rgb888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb888) ensure pixel_format_changed: is_rgb888 end set_rgba4444 -- Set the pixel format of Current to rgba4444 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba4444) ensure pixel_format_changed: is_rgba4444 end set_rgba5551 -- Set the pixel format of Current to rgba5551 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba5551) ensure pixel_format_changed: is_rgba5551 end set_rgba8888 -- Set the pixel format of Current to rgba8888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba8888) ensure pixel_format_changed: is_rgba8888 end set_rgbx8888 -- Set the pixel format of Current to rgbx8888 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_rgbx8888) ensure pixel_format_changed: is_rgbx8888 end set_unknown -- Set the pixel format of Current to unknown do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_unknown) ensure pixel_format_changed: is_unknown end set_uyvy -- Set the pixel format of Current to uyvy do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_uyvy) ensure pixel_format_changed: is_uyvy end set_yuy2 -- Set the pixel format of Current to yuy2 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_yuy2) ensure pixel_format_changed: is_yuy2 end set_yv12 -- Set the pixel format of Current to yv12 do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_yv12) ensure pixel_format_changed: is_yv12 end set_yvyu -- Set the pixel format of Current to yvyu do set_internal_index ({GAME_SDL_EXTERNAL}.sdl_pixelformat_yvyu) ensure pixel_format_changed: is_yvyu end feature -- Comparison frozen deep_equal (a: detachable ANY; b: like arg #1): BOOLEAN -- Are a and b either both void -- or attached to isomorphic object structures? -- (from ANY) do if a = Void then Result := b = Void else Result := b /= Void and then a.is_deep_equal (b) end ensure -- from ANY instance_free: class shallow_implies_deep: standard_equal (a, b) implies Result both_or_none_void: (a = Void) implies (Result = (b = Void)) same_type: (Result and (a /= Void)) implies (b /= Void and then a.same_type (b)) symmetric: Result implies deep_equal (b, a) end frozen equal (a: detachable ANY; b: like arg #1): BOOLEAN -- Are a and b either both void or attached -- to objects considered equal? -- (from ANY) do if a = Void then Result := b = Void else Result := b /= Void and then a.is_equal (b) end ensure -- from ANY instance_free: class definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.is_equal (b)) end frozen is_deep_equal alias "≡≡≡" (other: GAME_PIXEL_FORMAT): BOOLEAN -- Are Current and other attached to isomorphic object structures? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" ensure -- from ANY shallow_implies_deep: standard_is_equal (other) implies Result same_type: Result implies same_type (other) symmetric: Result implies other.is_deep_equal (Current) end frozen standard_equal (a: detachable ANY; b: like arg #1): BOOLEAN -- Are a and b either both void or attached to -- field-by-field identical objects of the same type? -- Always uses default object comparison criterion. -- (from ANY) do if a = Void then Result := b = Void else Result := b /= Void and then a.standard_is_equal (b) end ensure -- from ANY instance_free: class definition: Result = (a = Void and b = Void) or else ((a /= Void and b /= Void) and then a.standard_is_equal (b)) end frozen standard_is_equal alias "≜" (other: GAME_PIXEL_FORMAT): BOOLEAN -- Is other attached to an object of the same type -- as current object, and field-by-field identical to it? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" ensure -- from ANY same_type: Result implies same_type (other) symmetric: Result implies other.standard_is_equal (Current) end feature {NONE} -- Status report is_in_final_collect: BOOLEAN -- Is GC currently performing final collection -- after execution of current program? -- Safe to use in dispose. -- (from DISPOSABLE) external "C inline use %"eif_memory.h%"" alias "return eif_is_in_final_collect;" end feature -- Status report conforms_to (other: ANY): BOOLEAN -- Does type of current object conform to type -- of other (as per Eiffel: The Language, chapter 13)? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" end same_type (other: ANY): BOOLEAN -- Is type of current object identical to type of other? -- (from ANY) require -- from ANY other_not_void: other /= Void external "built_in" ensure -- from ANY definition: Result = (conforms_to (other) and other.conforms_to (Current)) end feature -- Duplication frozen clone (other: detachable ANY): like other obsolete "Use `twin' instead. [2017-05-31]" -- Void if other is void; otherwise new object -- equal to other -- -- For non-void other, clone calls copy; -- to change copying/cloning semantics, redefine copy. -- (from ANY) do if other /= Void then Result := other.twin end ensure -- from ANY instance_free: class equal: Result ~ other end copy (other: GAME_PIXEL_FORMAT) -- Update current object using fields of object attached -- to other, so as to yield equal objects. -- (from ANY) require -- from ANY other_not_void: other /= Void type_identity: same_type (other) external "built_in" ensure -- from ANY is_equal: Current ~ other end frozen deep_clone (other: detachable ANY): like other obsolete "Use `deep_twin' instead. [2017-05-31]" -- Void if other is void: otherwise, new object structure -- recursively duplicated from the one attached to other -- (from ANY) do if other /= Void then Result := other.deep_twin end ensure -- from ANY instance_free: class deep_equal: deep_equal (other, Result) end frozen deep_copy (other: GAME_PIXEL_FORMAT) -- Effect equivalent to that of: -- copy (other . deep_twin) -- (from ANY) require -- from ANY other_not_void: other /= Void do copy (other.deep_twin) ensure -- from ANY deep_equal: deep_equal (Current, other) end frozen deep_twin: GAME_PIXEL_FORMAT -- New object structure recursively duplicated from Current. -- (from ANY) external "built_in" ensure -- from ANY deep_twin_not_void: Result /= Void deep_equal: deep_equal (Current, Result) end frozen standard_clone (other: detachable ANY): like other obsolete "Use `standard_twin' instead. [2017-05-31]" -- Void if other is void; otherwise new object -- field-by-field identical to other. -- Always uses default copying semantics. -- (from ANY) do if other /= Void then Result := other.standard_twin end ensure -- from ANY instance_free: class equal: standard_equal (Result, other) end frozen standard_copy (other: GAME_PIXEL_FORMAT) -- Copy every field of other onto corresponding field -- of current object. -- (from ANY) require -- from ANY other_not_void: other /= Void type_identity: same_type (other) external "built_in" ensure -- from ANY is_standard_equal: standard_is_equal (other) end frozen standard_twin: GAME_PIXEL_FORMAT -- New object field-by-field identical to other. -- Always uses default copying semantics. -- (from ANY) external "built_in" ensure -- from ANY standard_twin_not_void: Result /= Void equal: standard_equal (Result, Current) end frozen twin: GAME_PIXEL_FORMAT -- New object equal to Current -- twin calls copy; to change copying/twinning semantics, redefine copy. -- (from ANY) external "built_in" ensure -- from ANY twin_not_void: Result /= Void is_equal: Result ~ Current end feature -- Basic operations frozen as_attached: attached GAME_PIXEL_FORMAT obsolete "Remove calls to this feature. [2017-05-31]" -- Attached version of Current. -- (Can be used during transitional period to convert -- non-void-safe classes to void-safe ones.) -- (from ANY) do Result := Current end frozen default: detachable GAME_PIXEL_FORMAT -- Default value of object's type -- (from ANY) do end frozen default_pointer: POINTER -- Default value of type POINTER -- (Avoid the need to write p.default for -- some p of type POINTER.) -- (from ANY) do ensure -- from ANY instance_free: class end default_rescue -- Process exception for routines with no Rescue clause. -- (Default: do nothing.) -- (from ANY) do end frozen do_nothing -- Execute a null action. -- (from ANY) do ensure -- from ANY instance_free: class end feature {GAME_SDL_ANY} -- Implementation internal_index: NATURAL_32 -- The internal C flags representing Current. -- (from GAME_PIXEL_FORMAT_READABLE) item: POINTER -- A C structure pointer that is representing Current -- (from GAME_PIXEL_FORMAT_READABLE) do if internal_item.is_default_pointer then clear_error internal_item := {GAME_SDL_EXTERNAL}.sdl_allocformat (internal_index) manage_error_pointer (internal_item, "An error occured while getting the structure of a Pixel Format.") must_free_structure := True end Result := internal_item end feature {NONE} -- Implementation clear_error -- Remove error pending in Current -- (from GAME_SDL_ANY) require -- from GAME_ERROR_MANAGER True do {GAME_SDL_EXTERNAL}.sdl_clearerror Precursor {GAME_ERROR_MANAGER} is_manual_error := False ensure -- from GAME_ERROR_MANAGER no_error: not has_error ensure then -- from GAME_SDL_ANY no_error: not is_manual_error end disable_print_on_error -- Desactive the print_on_error functionnality. -- (from GAME_ERROR_MANAGER) do Print_on_error_internal.put (False) end enable_print_on_error -- Active the print_on_error functionnality. -- (from GAME_ERROR_MANAGER) do Print_on_error_internal.put (True) end internal_item: POINTER -- The internal value of the lazy evaluated item attribute -- (from GAME_PIXEL_FORMAT_READABLE) is_internal_index_supported (a_internal_index: NATURAL_32): BOOLEAN -- Is a_internal_index a valid pixel format C internal_index. -- (from GAME_PIXEL_FORMAT_READABLE) do Result := a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_unknown or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index1lsb or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index1msb or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index4lsb or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index4msb or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_index8 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb332 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb444 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb555 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr555 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb4444 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba4444 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr4444 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra4444 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb1555 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba5551 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr1555 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra5551 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb565 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr565 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb24 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr24 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgb888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgbx8888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgr888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgrx8888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb8888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_rgba8888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_abgr8888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_bgra8888 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_argb2101010 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_yv12 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_iyuv or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_yuy2 or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_uyvy or a_internal_index = {GAME_SDL_EXTERNAL}.sdl_pixelformat_yvyu end is_manual_error: BOOLEAN -- Is the current pending error is a manual error (using manual_error as message) -- (from GAME_SDL_ANY) manage_error_boolean (a_boolean: BOOLEAN; a_message: READABLE_STRING_GENERAL) -- Create an error if a_boolean is false. -- If there is an error, append a_message to the error message -- on the SDL2 library -- (from GAME_SDL_ANY) do if not a_boolean then if Print_on_error_internal.item then Io.Error.put_string (a_message.to_string_8 + "%N"); Io.Error.put_string (last_error.to_string_8 + "%N") end has_error := True end ensure -- from GAME_SDL_ANY not a_boolean implies has_error end manage_error_code (a_error_code: INTEGER_32; a_message: READABLE_STRING_GENERAL) -- If needed create an error depending of the error code a_code. -- If there is an error, append a_message to the error message -- on the SDL2 library -- (from GAME_SDL_ANY) do if a_error_code < 0 then if Print_on_error_internal.item then Io.Error.put_string (a_message.to_string_8 + "%N"); Io.Error.put_string (last_error.to_string_8 + "%N") end has_error := True end end manage_error_pointer (a_pointer: POINTER; a_message: READABLE_STRING_GENERAL) -- Create an error if a_pointer is not valid. -- If there is an error, append a_message to the error message -- on the SDL2 library -- (from GAME_SDL_ANY) do if a_pointer.is_default_pointer then if Print_on_error_internal.item then Io.Error.put_string (a_message.to_string_8 + "%N"); Io.Error.put_string (last_error.to_string_8 + "%N") end has_error := True end ensure -- from GAME_SDL_ANY a_pointer.is_default_pointer implies has_error end manual_error: detachable READABLE_STRING_GENERAL -- The specific message for the last error -- (from GAME_ERROR_MANAGER) must_free_structure: BOOLEAN -- Is the responsability or Current to free item -- (from GAME_PIXEL_FORMAT_READABLE) print_on_error: BOOLEAN -- When an error occured, the library will print -- informations about the error on the error console -- output (default is True). -- (from GAME_ERROR_MANAGER) do Result := Print_on_error_internal.item end Print_on_error_internal: CELL [BOOLEAN] -- True when an error occured, -- The library will print it right away. -- (from GAME_ERROR_MANAGER) once ("PROCESS") create Result.put (True) end put_manual_error (a_general_message, a_specific_error: READABLE_STRING_GENERAL) -- Create an error using a_general_error for the debug information -- and a_specific_error for the lasting information -- (from GAME_SDL_ANY) do is_manual_error := True Precursor {GAME_ERROR_MANAGER} (a_general_message, a_specific_error) ensure -- from GAME_ERROR_MANAGER has_error end set_internal_index (a_internal_index: NATURAL_32) -- Assign the internal C internal_index representing Current. -- (from GAME_PIXEL_FORMAT_READABLE) do if a_internal_index /= internal_index then internal_index := a_internal_index dispose end ensure -- from GAME_PIXEL_FORMAT_READABLE pixel_format_flags_changed: internal_index = a_internal_index end set_print_on_error (a_value: BOOLEAN) -- Assign to print_on_error the value of a_value -- (from GAME_ERROR_MANAGER) do if a_value then enable_print_on_error else disable_print_on_error end ensure -- from GAME_ERROR_MANAGER is_assign: print_on_error ~ a_value end feature -- Implementation dispose -- Action to be executed just before garbage collection -- reclaims an object. -- Effect it in descendants to perform specific dispose -- actions. Those actions should only take care of freeing -- external resources; they should not perform remote calls -- on other objects since these may also be dead and reclaimed. -- (from GAME_PIXEL_FORMAT_READABLE) do if not internal_item.is_default_pointer then if must_free_structure then {GAME_SDL_EXTERNAL}.sdl_freeformat (internal_item) end internal_item := create {POINTER} end end set_color_palette (a_color_palette: detachable GAME_COLOR_PALETTE) -- Assign the color_palette with the value of a_color_palette -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE is_indexed: is_indexed has_valid_color_number: attached a_color_palette implies a_color_palette.count = (1).bit_shift_left (bits_per_pixel) local l_error: INTEGER_32 do if attached a_color_palette then l_error := {GAME_SDL_EXTERNAL}.sdl_setpixelformatpalette (item, a_color_palette.internal_pointer) else l_error := {GAME_SDL_EXTERNAL}.sdl_setpixelformatpalette (item, create {POINTER}) end manage_error_code (l_error, "Cannot assign color palette.") ensure -- from GAME_PIXEL_FORMAT_READABLE is_set: not has_error implies color_palette ~ a_color_palette end feature {NONE} -- Initialisation default_create -- Initialization of Current do set_unknown end make_from_bits_per_pixel_and_masks (a_bits_per_pixel: INTEGER_32; a_red_mask, a_green_mask, a_blue_mask, a_alpha_mask: NATURAL_32) -- Initialize Current usign a_bits_per_pixel value and pixel masks: a_red_mask, a_green_mask, a_blue_mask and a_alpha_mask. -- (from GAME_PIXEL_FORMAT_READABLE) do make_from_flags ({GAME_SDL_EXTERNAL}.sdl_maskstopixelformatenum (a_bits_per_pixel, a_red_mask, a_green_mask, a_blue_mask, a_alpha_mask)) end make_from_flags (a_enum: NATURAL_32) -- Initialization for Current usign the internal format index. -- (from GAME_PIXEL_FORMAT_READABLE) do set_internal_index (a_enum) end make_from_other (a_other: GAME_PIXEL_FORMAT_READABLE) -- Initialization for Current by copying a_others values. -- (from GAME_PIXEL_FORMAT_READABLE) do make_from_flags (a_other.internal_index) set_color_palette (a_other.color_palette) end make_from_structure_pointer (a_structure: POINTER) -- Initialize usign the copy of a_structure format C pointer. -- a_structure is not freed by Current -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE pixel_format_info_structure_not_null: not a_structure.is_default_pointer local l_temp_palette: detachable GAME_COLOR_PALETTE do share_from_structure_pointer (a_structure) l_temp_palette := color_palette internal_item := create {POINTER} if attached l_temp_palette then set_color_palette (l_temp_palette) end end own_from_structure_pointer (a_structure: POINTER) -- Initialize usign a_structure format C pointer. -- a_structure will be freed by Current -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE pixel_format_info_structure_not_null: not a_structure.is_default_pointer do share_from_structure_pointer (a_structure) must_free_structure := True end share_from_structure_pointer (a_structure: POINTER) -- Initialize usign a_structure format C pointer. -- a_structure is not freed by Current -- (from GAME_PIXEL_FORMAT_READABLE) require -- from GAME_PIXEL_FORMAT_READABLE pixel_format_info_structure_not_null: not a_structure.is_default_pointer do make_from_flags ({GAME_SDL_EXTERNAL}.get_sdl_pixel_format_struct_format (a_structure)) internal_item := a_structure must_free_structure := False end feature -- Output Io: STD_FILES -- Handle to standard file setup -- (from ANY) once create Result; Result.set_output_default ensure -- from ANY instance_free: class io_not_void: Result /= Void end print (o: detachable ANY) -- Write terse external representation of o -- on standard output. -- (from ANY) local s: READABLE_STRING_8 do if attached o then s := o.out if attached {READABLE_STRING_32} s as s32 then Io.put_string_32 (s32) elseif attached {READABLE_STRING_8} s as s8 then Io.put_string (s8) else Io.put_string_32 (s.as_string_32) end end ensure -- from ANY instance_free: class end frozen tagged_out: STRING_8 -- New string containing terse printable representation -- of current object -- (from ANY) external "built_in" ensure -- from ANY tagged_out_not_void: Result /= Void end feature -- Platform Operating_environment: OPERATING_ENVIRONMENT -- Objects available from the operating system -- (from ANY) once create Result ensure -- from ANY instance_free: class operating_environment_not_void: Result /= Void end feature {NONE} -- Retrieval frozen internal_correct_mismatch -- Called from runtime to perform a proper dynamic dispatch on correct_mismatch -- from MISMATCH_CORRECTOR. -- (from ANY) local l_msg: STRING_32 l_exc: EXCEPTIONS do if attached {MISMATCH_CORRECTOR} Current as l_corrector then l_corrector.correct_mismatch else create l_msg.make_from_string ("Mismatch: ".as_string_32) create l_exc; l_msg.append (generating_type.name_32); l_exc.raise_retrieval_exception (l_msg) end end invariant -- from ANY reflexive_equality: standard_is_equal (Current) reflexive_conformance: conforms_to (Current) end -- class GAME_PIXEL_FORMAT
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